@Godis_1 It's not SpyderAddons. I changed out the recruitment to Bon Recruits via script. When the recruited AI spawn, regardless of recruitment mod/script, they give that "out of ammo", "running low" etc... But they aren't out, they do have ammo. Spawn them in, then go in each unit using Zeus, check their loadouts and you'll see a basic load of ammo in each. Spawn in enemy AI via Zeus and they fire back. I took a squad out for almost 2 hours tonight that all said "out" or "low" when first recruited. No issues after spawning; no more ammo notifications after 2 hours of off and on contact. I also removed all voice action via enableSentences in the init.sqf, but it's not really practical. If you're playing SP, the wounded notifications and call outs are useful, at least I think so. So I added it back.
The only other thing I found was some older posts about this issue related to AI spawned in with pistols and the AI complaining about being low because they only have one spare magazine. I found this to be the case when recruiting AI and checking their loadouts. I tried a couple things via Extended_Init_Eventhandlers (the only way I know how to add code to spawned AI init fields), but nothing really worked. Could be a 3CB thing, but I didn't find anything to support that.
If you figure something else out let me know and I'll try it. I'm working on other projects these days, but would certainly like to fix these kinds of things on existing missions.
Thanks.

THE KUNDUZ INSURGENCY AIS [SP/MP Coop-14]
by
1-506Ranger
STEAM LINK: The Kunduz Insurgency AIS
ACE version utilizing ADV - Medical available here: The Kunduz Insurgency ACE
The Kunduz Insurgency AIS is optimized for SP with Psycho's AIS revive system. This mission is MP coop ready, but instead of ACE, a number of immersion scripts and AIS make this a much more tolerable Single Player ALiVE insurgency experience as AI will heal the player (if AI teammates are not in direct contact) when you are down. READ THE MAP BRIEFING AND DIARY SECTIONS IN-GAME
Features:
AIS revive - nothing needed to stabilize and revive , first aid kit/medkit needed to heal smaller injuries.
F/A 18 - 25 CAS sorties (JDAM and CBU only) available to Leaders only.
FOB West - Independent 81mm mortars will fire at will in support of operations. If you see red smoke in an area of contact, withdraw to a safe distance.
ALiVE Combat Support - Transport, CAS, and 1 x 105mm howitzer available for indirect fire support.
BAF Ground and Air Service available at both FOBs for rearm and refuel
ZLT field repair in effect, toolkit needed after 5 repairs.
Troop recruitment available at both FOBs and US OP.
SEE STEAM PAGE FOR REQUIRED AND RECOMMENDED CLIENT SIDE MODS
Script Credits:
*AIS Revive - Psycho
*ArmaPhronk - CRS, Earplugs and IR Strobe
*johnnyboy - JBOY Combat Up Down
*JW Custom - Close Air Support Field System
*Neko-Arrow - Mortars
*Pokertour - ATM Airdrop
*Psycho - AIS Revive
*zealot111 - Realistic Field Repair
*Quicksilver - QS icons
***Thanks to HeroesandvillainsOS for use of the core content of his ALiVE diaries (edited) - see map in-game for more information

Hey Psycho,
I took the new version from Armaholic and updated a couple of missions I'm working on. I did some testing today and I'm not getting the addaction for "carry" anymore. I know I'm using the updated version because I notice the addition of "AIS_DISABLE_FURTHER_DAMAGE" in the setup file that I didn't have before. My previous version was from March. If I'm missing something please let me know. Thanks for this great script by the way!
Found that it is now available once you are in the drag animation.

OPERATION BOLD SWEEP
BY
1-506Ranger and JoeBeast
STEAM LINK: OPERATION BOLD SWEEP
Do you love the Unsung Mod? Then you're going to love this mission on Prei Khmaoch Luong!
This mission was inspired by this video: The Stoner Machinegun: A Navy Seal Remembers
I've task organized a Seal Team based on LDCR Walsh's descriptions and loosely based the missions off of the operations he describes.
Notes for SP/MP:
READ THE MAP BRIEFING ADMIN
You must play in the Team Leader position. The mission uses AIS Revive. You will have one non-playable AI unit medic that you can order to revive other playable slot AI team members, or Players. All of the playable slot AI will try to revive YOU if you are incapacitated, but it is not a 100% guarantee they will get to you if in contact. The playable slot AI will respawn in place after the revive period of AIS has run out. DO NOT LEAVE any playable slot AI teammates behind as ALL must be present for the final extract...if you make it that far. Also, only the Team Leader and RTO can call for resupply via 0-0 Bravo. HALO to re-enter the battle if needed is via ATM-Airdrop, pick your drop zone carefully, or you will get busted up in the trees and be right back at the respawn having to listen to CSM Grissom - again! To Play in SP:
Multiplayer > Server Browser > Host Server > Host=LAN > HOST SERVER || Select Map (Prei Khmaoch Luong) and Mission (OFG_SP_BOLD_SWEEP > Start Known Issue Workaround
Arma being Arma, playable slot AI may get stuck in buildings on this map. The Team Leader slot can use Radio 0-0-6 (Golf) to turn ON AI Fast Regroup if AI are more than 50 meters away and stuck. Once regrouped make sure to use Radio 0-0-7 (Foxtrot) turn OFF AI Fast Regroup.
SITUATION
Enemy Forces: Heavy VC and NVA presence in the AO as they guard the main supply route into the South along the Cambodian border. Expect the enemy to conduct robust patrol operations, man fixed sites, run local intelligence gathering and possible corrdinated attacks on Friendly units.
Friendly Forces: USMC and other Seal units are currently operating in the AO.
MISSION
Sandman, your Seal Team will conduct various special operations in order to interdict all VC and NVA activities in the AO. Operations:
*Movement to Contact:
React to Near Ambush
React to Far Ambush
Prepare Hasty Ambush
Break Contact
React to Indirect Fire
*Conduct Raid
*Collect Intelligence
*Destroy Cache Site
*Conduct Link Up operation
*Conduct River Boat operation
*Conduct Overwatch and Support by Fire
*Conduct Demolition operation
*Conduct Deliberate Ambush
*Perform Resupply
*Hasty Extraction
Recommended Client Side Mods:
Enhanced Soundscape https://steamcommunity.com/sharedfiles/filedetails/?id=825179978
Enhanced Movement https://steamcommunity.com/sharedfiles/filedetails/?id=333310405
No Weapon Sway https://steamcommunity.com/sharedfiles/filedetails/?id=570118882
Scripts:
ArmaPhronk - CRS and Earplugs
Neko-Arrow - Air Drop, Mortars and Supply
Pokertour - ATM Airdrop
Psycho - AIS Revive
Quicksilver - QS icons
Kronzy - UPS
Voice Actors from OS Tactical:
Scout.ks - Striker
Smith - CSM Grisson
Papernut - Viking
Like - Subscribe on Steam!

Thanks for the reply!
Yes! I did consider the first 2 things you mentioned, no vehicles in this mission so not the third one at this time.
I did look through a number of old posts and saw you in quite a few asking similar questions back a few years ago.
Thanks for the script correction above, however you bring up great points about when the leader is down for that period between being incapacitated and being respawned or healed where an AI mate is the boss. I think I'm going to take the blue pill on this one and climb out of the rabbit hole before I get too deep haha! I do have an initserver.sqf code the kills the AI outright when they die and doesn't deal with them being respawned and rejoined to the group (which is another issue I'ver ran across in my attempts). Probably the direction for now.

Hello Grimes,
I'm really enjoying this script. However, I'm having some issues with the AI respawn on a dedicated server mission I'm creating. I want players to respawn at my editor placed respawn position module (which they do when not revived in time), while I want the squad AI (in playable slots) to respawn on the leader. I looked at G_Revive_init.sqf, lines 37-47. I left line 37 like this: G_Squad_Leader_Spawn = false; because I didn't want the players having the option of spawning in on the leader (if they didn't get revived in time of course). For line 43: G_AI_Fixed_Spawn_WEST = "respawn_west_0"; I didn't place the respawn_west_0 marker because I don't want the AI to respawn at a fixed marker far from the action (big map Prei Khmaouch Luong).
I did notice the custom execution section at the bottom, specifically line 79: G_Custom_Exec_2 = ""; //File executed when unit is killed (not revivable; unit is officially killed). _killedUnit = _this select 0, and is local. I was thinking this might be a good location to call another .sqf that defines the fix for the above issue, although not sure what that would be.
This may not be possible with the script in it's current state, if you have any suggestions please let me know, as I'd like to include your script in the final release of the mission if possible, thanks!
*edit
So I made the code "spoiler" while also placing a system(invisible) marker: respawn_west_0 on the map.
I'd like to test this, although probably incorrect. How do I insert this code into line79 of the G_Revive_init.sqf G_Custom_Exec_2 = ""; //File executed when unit is killed (not revivable; unit is officially killed). _killedUnit = _this select 0, and is local?

KC Grimes Simple Revive Script:
I just tried this last night in his sample mission. Impressive, worked very well with the mission settings, AI revive one another, AI revive player (me) seamlessly. Drag/Carry/Load/Unload integrated. Very easy to manipulate settings if you have not checked out the most recent release.

OPERATION SLOW SUNRISE
by
1-506Ranger and JoeBeast
Steam Link:
https://steamcommunity.com/sharedfiles/filedetails/?id=1393274510
Mission Information:
Want to go for a ride with the Rangers?
Here's your chance!
This isn't a mission in the classical sense. More of a showcase of the 75th Ranger Regiment v1.1 mod with some of the RHS loadouts I've used in my personal missions.
The motivation to create this was the renewed work being done by Siege-A and Company to update this mod (as well as the upcoming UnderSiege Gear & Uniforms).
The Ranger teams are programmed to conduct 2 small, lightning-fast type raids, insertion/extraction via little bird with artillery smoke screen, power outage, etc. The playable slots are for a static commander meant to be a placeholder to "watch" the action unfold via Zeus or spectator mode, and playable slots for each team member role - not including the Team Leader whom you will follow. Try out each loadout and just have some fun with it. The mission plays through in about 15 minutes.
Want to see this expanded into a full up SP/MP scenario? Post your ideas - you never know, or break open the mission and configure it for larger scale play yourself. Just make sure to give credit to all the mod and script contributors!
Although tested on a dedi, this is not meant for MP in its current state, it's really meant for SP via the MP server browser/LAN route:
Multiplayer > Server Browser > Host Server > Host=LAN > HOST SERVER || Select Map (Alits) and Mission > Start
Known Bugs:
About 3/4 of the way through the mission you will get hit with this pop-up:
No entry bin\config.bin/RadioProtocolRUS/SentCovering.
This little friend crept up right after the Tanks DLC launched and I believe it is due to a conflict with RHS; just click through it and the mission continues.
Also, when boarding helicopters, make sure you let your primadonna AI squadmates board first, you will still have a seat, they are just very particular and sometimes don't like to get in if you've already got the "good" seats ;)
Mod List (current releases from Steam Workshop as of 6/6/2018):
75th Ranger Regiment Steam http://steamcommunity.com/sharedfiles/filedetails/?id=1171952244
ace Steam http://steamcommunity.com/sharedfiles/filedetails/?id=463939057
ACE Compat - RH Accessories Steam http://steamcommunity.com/sharedfiles/filedetails/?id=1362468389
ACE Compat - RHS Armed Forces of the Russian Federation Steam http://steamcommunity.com/sharedfiles/filedetails/?id=773131200
ACE Compat - RHS United States Armed Forces Steam http://steamcommunity.com/sharedfiles/filedetails/?id=773125288
CBA_A3 Steam http://steamcommunity.com/sharedfiles/filedetails/?id=450814997
L3-GPNVG18 Panoramic Night Vision Steam http://steamcommunity.com/sharedfiles/filedetails/?id=313041182
RH Accessories v1.06 Steam http://steamcommunity.com/sharedfiles/filedetails/?id=1362297234
RHSAFRF Steam http://steamcommunity.com/sharedfiles/filedetails/?id=843425103
RHSUSAF Steam http://steamcommunity.com/sharedfiles/filedetails/?id=843577117
Special thanks to all the mod makers and these great script writers:
DayZ Medic
ArmaPhronk
Big Wilk
Pirin

Cheese,
At 4:00 that error No entry 'bin\config.bin/RadioProtocolRUS/SentCovering.'. I'm getting the same error in a mission of mine - started right after Tanks DLC dropped. I'm guessing some new incompatibility with existing RHS?
Also, at 17:52, haha clearly yes, you are most def hungover!

2:20 - Having fired mortars, the answer is Yes, he has a woody.
13:07 - nice little music edit, I almost fell out of my chair. It's the little edits and commentary at key moments that keep me coming back!
In each of these videos, you have a new composition of AI units ready to go. How are you spawning all these units given that this is a Liberation mission? One of the MCC cheat mods, or did you change a code in Liberation for cheaper or "free" units?
I'd asked a few videos back, does VoiceAttack make all of this easier, or do you find it to "buggy"? I've been training up with just C2_beta, trying to get controlling my squad down before attempting anything combined arms by using AIC and HC units.
Love these vids Cheese, always looking forward to them!

Try playing this yourself for starters:
http://steamcommunity.com/sharedfiles/filedetails/?id=1300050416
I know I have some client-side mod recommendations, but try playing with no mods, SP, and check the Briefing files from the map once in game.
Working on the MP version.